This is one of those days for me… So I decided to throw together this little tutorial on 3d wire frames.

Something you should know: I did not steal this tutorial, nor did I steal the .fla for it. I did read part of one of -dELta-‘s tutorials, but I got bored and made this engine from scratch over the course of about 15ish hours?.

If you know about matrixes and such feel free to visit -dELta-‘s tutorials:

Okay. The first thing that you need to know about 3d is how things are positioned. On a plane in 3d space (polygon) you have coordinates where the edges meet (vertices-these things only exist in computers and our heads in case you didn‘t know). In 3d space each vertice has 3 coordinates, one for each axis x, y ,z (I am not going to explain this, this tutorial is not for complete n00bs)

Finds the new coordinates through trig. Takes the global angle and the coordinates angle and adds them together to get the new coordinate. If you are going to say something like “this is unnecessary, matrixes work faster” yes they do, but the hypotenuse and angles are needed for shading and culling-which will be explored in the next tutorial.

vectorx[i] = newX;
vectory[i] = newY;

Changes the values of vectorx and vectory. Btw I know that a name like “coordx” makes more sence, but I don’t care.

getScalerX();

Muw ha ha the part I put off. Go up and look at the code then come back. Ok? Good. That code basically makes it so if the polygon is far away, it is small, if you don’t understand the specifics, try harder. It also adds the modified coordinates to the drawing array, which is in perspective.